Difference between revisions of "Talk:WiiDoom"

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Latest revision as of 05:42, 10 March 2019

Discussion

This page is for discussion on how to improve the Wiibrew entry for WiiDoom. Discussion about new features, future roadmap etc should be taken to the Doomworld forums.

PRBoom?

FAIL! Should have use ZDoom. Way more features. Way more mods for it. Has the most active community for it. Support for Doom, Hexen, Heretic, and Strife. Fartboy 16:13, 23 August 2008 (UTC)

  • Well, Doomsday is obviously superior to both PrBoom and ZDoom (screenshots), but PrBoom is a nice solid classc style Doom engine, and honestly I am just thankful someone took the time to port it. If you really want ZDoom, then try starting your own port. --Flark 18:55, 23 August 2008 (UTC)
  • I'm just glad someone finally ported the doom engine for the Wii. Been waiting for this a long time. Thank You! OOHH...AAHH...Doomsday!!! that would be nice. - Jiiprah 23 August 2008
    • Yeah! Thanks for making this, lnuxguy! Xyrion 20:07, 23 August 2008 (UTC)
    • Thank you lnuxguy CarstenK 08:10, 24 August 2008 (UTC)
  • This forum topic might be helpful in understanding why ZDoom is a poor choice. --Flark 20:34, 23 August 2008 (UTC)
    • Dang, I was hoping for a ZDoom port too, mainly because of the Strife support. If the info in that thread is true, then I guess PrBoom makes a good alternative, being close to Vanilla Doom. I'll go test it, thank you for the first Wii-native Doom port! Steve32
  • Graphical superiority does not equal overall superiority. If you know how many features ZDoom actually has, it would make your head spin. Not to mention the plethora of mods made for it. Fartboy 22:30, 23 August 2008 (UTC)
  • That's nice, kid. Why don't you port it yourself? Or take your praise of ZDoom to somewhere more appropriate. Thanks. --Flark 02:49, 24 August 2008 (UTC)

Can any mod work with it?

  • Not sure what you mean by this. --Flark 02:49, 24 August 2008 (UTC)
    • I suspect (s)he's aiming at running PWADS, making partial/total Doom conversions possible. I've been trying to merge my custom PWADs with the freedoom wad file for starters, but this apparently destroys the 'IWAD tag', whatever that is. I'm hoping this port will be developed some more, so as to accept custom PWADs too, perhaps even through means of an ini file/startup menu. Steve32 17:38, 25 August 2008 (UTC)

@Flark: Ouch! Does me being here bother you that much that you needed to get involved in the convo? LOL! I'll post all I want "kid". ;) Fartboy 00:17, 28 August 2008 (UTC)

--NikoKun 17:18, 22 September 2008 (UTC) Would be neat if someone really did port something like GZDoom, so we can play ZPortal on our Wiis! lol

Requests?

Gamecoube controllers?--Danny37415 21:52, 23 August 2008 (UTC) And Classic controllers, optional of course, I do really like the IR support but sometimes my hands want to rest and play at the same time

  • Aiming like ine Quake for Wii. Fartboy 22:30, 23 August 2008 (UTC)
  • Hey, Great job by the way, but I am having trouble with wads that werent ID commercial.. particularly because I cant find out where in the name of hell your prboom wants me to put the prboom.cfg (Which would allow me of course to type in under wad1 'chex.wad' and then everything would be happy flowers and bunny rabbits.) Compounding this problem is the fact that this prboom doesn't appear to write or mantain any .cfg file... although it always looks for prboom/prboom.cfg before loading the wad. Having that small addition, or telling me where and any special format the .cfg file needs to be to be recognized (I wrote it like I've always written for prboom on my pc that might be the problem) would really make my day. Indy83 22:04 03 September 2008 (UTC)
  • I don't know if PrBoom supports crosshairs or not, but it would be great if you put one in. Thanks for all the hard work! --Danny37415 21:25, 10 September 2008 (UTC)


  • Optional waggle for punching when you have no ammo would be fun. --Jessica 19:30, 27 September 2008 (UTC)
  • if its possible to hit exactly where the cursor is, rather then the center of the screen, that would be ideal.. if not.. then atleast add a crosshair in the middle, some sort of reference to know where we are shooting, as its difficult to judge where we are shooting while we have that cursair moving around being rather distracting... --KrazyKain 10:20 25 October 2008
Doom doesn't work that way and the crosshair is not for aiming. Bullets will always go to the center of the screen. Flark 20:46, 25 October 2008 (UTC)
exactly, while this would be cool, it is not really possible. I found the crosshair distracting so I requested it to be optional and Steve made it so with the last update (0.4)--FUNKAMATIC (talk) 23:05, 19 November 2008 (UTC)
  • The same was also for Quake GX, but Quake GX had off-rail aiming anyways. Quake GX doesn't actually make the player's fire go off-center, but it just turns the player himself in a different direction than the camera is pointing. Lock your view in QuakeGX and looks to the far left and right while moving forward and you will see what I mean. It should be possible to do this in Doom as well, as there was code to rotate the camera 90 degrees to the left and right (the three-monitor parameter it had way back when) The actual independant player rotation should come first, and then the proper offsetting of the HUD graphics should come next.
  • Music! This project would essentially be complete if the original MIDI music was working... I know that the author has stepped away from the project, has anyone offered to pick it up and complete it? Having working music would make this 100% playable in my opinion Eddie Brock 17:31, 8 June 2009 (UTC)

Multiple versions?

If one has multiple versions of Doom (namely, Doom Ultimate and Doom II), is it possible to place these all in the PrBoom folder and choose from among them? Or is only one Doom iWad allowed at a time? --Szalkow 02:58, 25 June 2009 (UTC)

Help?

I'm new to the whole DOOM scene, I got the commercial Doom1 to work, but I'm trying to run Super Mario Doom. Which I read was compatible with Doom2, so I get the Doom2 WAD and the SMD pwad, run them. It's working fine until I start the game (after picking difficulty level). Text comes up saying "SYBLE NOT FOUND" or something along those lines. Am I doing something wrong? ----PotentialExperience 17:45, 1 November 2009 (UTC)

I got DOOM for the wii and it has some problems... First off when you download it, it always has a notupdated sign in the homebrew browser. Second once you download it it only comes with DOOM1.wad which whenever you try to load it an exeption occured screen pops up.(Tried installing the wads all over the place, same thing happens). DOOM2.wad works and to answer potentialExperience's question the SMD.wad doesn't work with wiidoom it was made specifically for the computer and doesn't work with wii.(I tried changing the name of SMD to DOOM1 so it would pop up in the wiidoom menu but didn't load once i chose doom1.) Piperwillow 21:21, 7 October 2010 (CEST)

For some reason Doom1 always gives me a DSI exception error or something like that. I don't understand what's going on. For some reason Doom1 used to work on a fresh install, but give a DSI exception every time since the first boot. That happened twice after a delete and then another fresh install. But now, even on a fresh install of Doom. On my third fresh install Doom1 didn't even work the first time. Doom 2 seems to work, however. —Preceding unsigned comment added by FF12 (talkcontribs) 08:20, 24 January 2011 (CET)

WHAT DID I DO WRONG?!?!?

I tried downloading the game from both this site and the Homebrew Browser and neither would start. It just sat on a black screen for awhile and I gave up and hard-reset my Wii. I have all the IWADs already, but didn't quite know how to use them. Does it automatically detect them and give a menu like Skulltag? Do I have to only choose just one? Do I have to rename it like the DS port? I just can't seem to get it working. RockGuy32 01:24, 2 February 2010 (UTC)

Unofficial source+build

Because there have been source updates (including proper USB support) but no new binary build, I've decided to set up the devkitpro toolchain and build it myself. I had to fix some WiiDoom source incompatibilities with the latest version of devkitpro in order to do this, so I made a clone repository on Google Code to share my changes: https://code.google.com/r/benshadwick-wiidoom/

I put a binary in the repo that is built from my source modifications as well. Note that it's just a boot.dol, so you have to drop it over the top of an existing WiiDoom 0.4.5 install on your SD or USB: https://benshadwick-wiidoom.googlecode.com/hg-history/c846d78c5093cb8ed07ba6b0352c1bf7ca8b3c6d/WiiDoom/boot.dol

I don't really plan to do much else with it right now.

--HunterZ 01:10, 11 September 2011 (CEST)